Human-Computer Interaction I: Understanding Interfaces and Interactions - Week 4, Study notes of Information Technology

An overview of the fourth week of the human-computer interaction i course, focusing on interaction, errors, and hci laws. Topics include the difference between slips and mistakes, designing for errors, and hick's, fitts, and power laws. Students are reminded of the midterm exam format and content.

Typology: Study notes

2010/2011

Uploaded on 12/09/2011

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INTERFACES & INTERACTIONS
Week 4 – What Do We Know About Interaction?
Thursday (7/14)
1Summer 2011: INFO 110 - Human-Computer Interaction I
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INTERFACES & INTERACTIONS

Week 4 – What Do We Know About Interaction? Thursday (7/14)

OVERVIEW OF TODAY’S CLASS

  • (^) Review from Tuesday
  • (^) Midterm Review
  • (^) Interfaces & Interactions
  • (^) Team Project Overview

TWO TYPES OF ERRORS

  • (^) Slips result from automatic behavior
    • (^) Form the right goal but perform the wrong action
      • (^) Capture Errors, Description Errors, Data-driven Errors, Loss- of-Activation Errors, Associative Activation Errors, Mode Errors
  • (^) Mistakes result from conscious deliberations
    • (^) Form the wrong goal
      • (^) Misclassification and misinterpretation

SLIPS & MISTAKES

  • (^) Slips are relatively easy to detect because there is (usually) a clear discrepancy between the goal and result. - (^) Only if there is adequate feedback.
  • (^) Mistakes are difficult (or impossible) to detect because they typically occur when the information available is incomplete or misleading.

HCI LAWS

  • (^) Power law of Practice
    • (^) The time to do a task decreases with practice
      • (^) The more people do something, the more skilled they become at doing it
        • (^) LTM, transfer of learning, expert vs. novice, recall, etc.
  • (^) Hick’s Law
    • (^) The time taken to choose between alternatives is a function of the number of alternatives. - (^) Reduce selection time by giving fewer alternatives - (^) STM, exploratory learning, constraints, recognition, etc.
  • (^) Fitts’ Law
    • (^) The time to point to an object depends on its size (how big it is) and distance (how far away it is) - (^) Reduce errors by making important objects larger and/or closer - (^) Gestalt principles, visibility, affordances, mapping, etc.

MIDTERM REVIEW

What do you need to know?

CONTENT COVERED BY MIDTERM

  • (^) History and definition of HCI
  • (^) Norman’s design principles
  • (^) Gulfs of execution/evaluation
  • (^) Knowledge in the head (recall) and in the world (recognition)
  • (^) Memory
  • (^) Attention, cognition and Gestalt principles
  • (^) Constraints
  • (^) Mental Models
  • (^) Learning & Experts/Novices
  • (^) Errors (Slips & Mistakes)
  • (^) HCI Laws

IN GENERAL:

  • (^) You will be asked to apply the concepts discussed in class. - (^) No need to memorize definitions; focus on what the terms mean and how they’re used
  • (^) Best study material is the lecture slides; if we didn’t discuss it in class, it won’t be on the exam. - (^) But use the readings to supplement the slides; they can help you understand the concepts if the lecture slides are not enough.

EXAMPLE QUESTION

The principle of feedback is exemplified in which of the following interfaces: a) Color coding used to differentiate tabs on an interface b) Location of refrigerator thermostat c) Clicking sound introduced on the new blackberry d) Location of burners on a stove

EXAMPLE QUESTION

The “Gulf of Execution” describes which of the following: a) Distance between the user and the designer b) Distance between designers and their bosses c) Difference between intentions and allowable actions d) Difference between efficiency and usability

EXAMPLE QUESTION

Give an example of how physical constraints can be used on a computer interface. (Short Answer)

INTERFACES & INTERACTIONS

What are the different types of interfaces?

TYPES OF INTERFACES

  • (^) Command Line
  • (^) WIMP/GUI (Windows, Icons, Menu, Pointer)
  • (^) Web
  • (^) Mobile
  • (^) Others

COMMAND LINE

  • (^) Commands typed in at the prompt to which the system responds - (^) Efficient, precise, and fast - (^) Large overhead to learning set of commands
  • (^) Design issues
    • (^) Form, name types and structure